Everyone knows its a blast to have factions the players can get involved with, but giving the different leaders personalities, and giving large factions sub-factions that can be exploited can really pay off. Some thoughts.
- The big tough guy faction leader might lead a weak faction because he kills those that are a threat to him, but if players take the leader down they might find they've gained lots of allies, or even upset a delicate balance and thus earned enemies.
- A smart but weak faction leader might be leading the orc version of Tucker's Kobolds.
- One leader might have a drinking problem and a keg of ale would guarantee safe passage.
- Another might never takes prisoners.
- One faction might create a highway of sorts to allow travelers to pass through their territory quickly while others would put up tolls or other defenses to keep anyone from passing without paying their respects.
- Factions near to entrances/exits are likely on guard more than those in the interior.
This should work especially well in a mega-dungeon where the players are likely to stomp through the same territory again and again.
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